/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/Tasks/AbilityTask_NetworkSyncPoint.h
In most cases you will have both client and server execution paths connected to the same WaitNetSync node. However it is possible to use separate nodes for cleanliness of the graph. The "signal" is "ability instance wide".
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Ability|Tasks", Meta=(HidePin="OwningAbility", DefaultToSelf="OwningAbility", BlueprintInternalUseOnly="TRUE")) static [UAbilityTask_NetworkSyncPoint](API\Plugins\GameplayAbilities\Abilities\Tasks\UAbilityTask_NetworkSyncPoint) * WaitNetSync ( [UGameplayAbility](API\Plugins\GameplayAbilities\Abilities\UGameplayAbility) * OwningAbility, [EAbilityTaskNetSyncType](API\Plugins\GameplayAbilities\Abilities\Tasks\EAbilityTaskNetSyncType) SyncType )